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1.
Games Health J ; 12(3): 228-241, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-36206023

RESUMO

Introduction: Impairment of postural control and functional mobility are debilitating symptoms of Parkinson's disease (PD). In addition to limiting performance in activities of daily living, it is associated with a higher prevalence of falls in this population. Particularly, dysfunction in postural control does not respond to dopaminergic replacement therapy, but physiotherapy can improve this outcome in patients with PD. Objective: The aim of this study was to analyze the effects of training based on Kinect Adventures games compared with a conventional physiotherapy protocol based on the core areas of the European physiotherapy guideline in patients with PD on postural control, functional mobility, self-perception of confidence in the balance, quality of life (QoL), lower limb muscle strength, transfer skill and motor function, as well as to observe adherence and safety interventions. Methods: Thirty-eight patients diagnosed with idiopathic PD were randomized into two groups, and performed 14 training sessions, twice a week for 60 minutes. The primary outcome assessed postural control using the Mini-Balance Evaluation Systems Test (Mini-BESTest). The following were evaluated as secondary outcomes: limit of stability; balance functional reserve and center of pressure area by computerized posturography; functional mobility by the Timed Up and Go test; self-confidence in balance through the Activities-specific Balance Confidence scale; QoL through the Parkinson's Disease Questionnaire; lower limb muscle strength by the Five Times Sit-To-Stand test; and motor function by the Unified Parkinson's Disease Rating Scale. Results: Patients completed training sessions with high rates of safety and adherence. After training, there was a significant improvement in postural control, motor function, and QoL. Conclusion: Both interventions proved to be safe, applicable, and effective to improve postural control, QoL, and motor function in patients with PD. However, there was no difference between the effects of Kinect Adventures games and conventional physiotherapeutic protocol in patients with PD. Brazilian Registry of Clinical Trials (RBR-27kqv5).


Assuntos
Doença de Parkinson , Qualidade de Vida , Humanos , Jogos Eletrônicos de Movimento , Atividades Cotidianas , Doença de Parkinson/terapia , Equilíbrio Postural/fisiologia , Estudos de Tempo e Movimento , Modalidades de Fisioterapia , Terapia por Exercício/métodos , Ensaios Clínicos Controlados Aleatórios como Assunto
2.
Motriz (Online) ; 25(1): e101965, 2019. tab
Artigo em Inglês | LILACS | ID: biblio-1012684

RESUMO

Aim: The aim of this study was to investigate the effects of adding a cognitive task on the performance of three different motor tasks with different demands, discrete skills, serial skills and continuous skills, by individuals with mild, moderate, and severe idiopathic Parkinson' disease (PD). We also investigate the effect of the cognitive task in the secondary task and the cost of the dual-task. Method: This is a cross-sectional study. Individuals with idiopathic PD were divided in three groups with respect to motor severity (mild, moderate and severe groups). Participants' performances were assessed in single and DT conditions including Sit-to-Stand test (SST), Timed Up and Go (TUG), and 10-meter Walk test (T10W). Cognitive task used was verbal fluency Results: The results show that dual task impact the performance of all primary tasks. DT negatively affects the performance of the motor tasks. And there is a different impact according the severity of the disease, severe ones are more affected than mild and moderate. Conclusion: In conclusion, adding a concurrent cognitive task negatively affected the performance of discrete, serial and continuous motor tasks, and this effect is more noticeable in severe than in mild patients. Under dual-task conditions, patients improved their cognitive task performance for gait and TUG, suggesting a prioritization of the secondary task for these tasks. There was no difference between the costs of the three tasks.Abstract Aim: The aim of this study was to investigate the effects of adding a cognitive task on the performance of three different motor tasks with different demands, discrete skills, serial skills and continuous skills, by individuals with mild, moderate, and severe idiopathic Parkinson' disease (PD). We also investigate the effect of the cognitive task in the secondary task and the cost of the dual-task. Method: This is a cross-sectional study. Individuals with idiopathic PD were divided in three groups with respect to motor severity (mild, moderate and severe groups). Participants' performances were assessed in single and DT conditions including Sit-to-Stand test (SST), Timed Up and Go (TUG), and 10-meter Walk test (T10W). Cognitive task used was verbal fluency Results: The results show that dual task impact the performance of all primary tasks. DT negatively affects the performance of the motor tasks. And there is a different impact according the severity of the disease, severe ones are more affected than mild and moderate. Conclusion: In conclusion, adding a concurrent cognitive task negatively affected the performance of discrete, serial and continuous motor tasks, and this effect is more noticeable in severe than in mild patients. Under dual-task conditions, patients improved their cognitive task performance for gait and TUG, suggesting a prioritization of the secondary task for these tasks. There was no difference between the costs of the three tasks.(AU)


Assuntos
Humanos , Doença de Parkinson , Análise e Desempenho de Tarefas , Equilíbrio Postural , Estudos Transversais/instrumentação
3.
Games Health J ; 7(1): 24-36, 2018 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-29239677

RESUMO

OBJECTIVE: To compare the effectiveness of Kinect Adventures games versus conventional physiotherapy to improve postural control (PC), gait, cardiorespiratory fitness, and cognition of the elderly. In addition, we evaluated the safety, acceptability, and adherence to the interventions. MATERIALS AND METHODS: The study was a randomized clinical trial in which 46 elderly individuals were selected, mean age 69.3 (5.34) years. Participants were allocated to the Kinect Adventures Training Group (KATG) or the Conventional Physical Therapy Group (CPTG), 23 individuals in each group. Participants of both groups participated in 14 training sessions lasting 1 hour each, twice a week. The KATG practiced four Kinect Adventures games. The CPTG participated in conventional physiotherapy. The primary outcome was PC: Mini-Balance Evaluation Systems Test (Mini-BESTest), and secondary outcomes were gait: Functional Gait Assessment (FGA), cardiorespiratory fitness: Six-minute step test (6MST), and cognition: Montreal Cognitive Assessment (MoCA). Acceptability was assessed through a questionnaire created by the researchers themselves. Adherence was assessed by the "frequency of the number of elderly individuals who completed the interventions and safety through the presence of adverse effects." Participants were assessed immediately pre- and posttreatment and fourth week after the end of the treatment. Statistical analysis was done through repeated-measures analysis of variance and Tukey post hoc test. RESULTS: Both groups presented a significant improvement in the PC (Mini-BEST), gait (FGA), and cognition (MoCA) posttreatment that was maintained at fourth week after treatment (post hoc Tukey test; P < 0.05). Regarding cardiorespiratory fitness (6MST), the KATG presented improvement posttreatment and maintenance of the results in the fourth week after treatment. CPTG showed improvement only in fourth week after treatment (post hoc Tukey tests; P < 0.05). Regarding the acceptability, the questionnaire showed that both groups were satisfied with regard to the proposed interventions. There was 91% adherence in both training sessions. Regarding the safety, 34% and 26% of the individuals of the KATG and CPTG, respectively, presented adverse effects of delayed muscle pain in the lower limbs after the first session only. CONCLUSION: There were no significant differences between the KATG and CPTG; both interventions provided positive effects on PC, gait, cardiorespiratory fitness, and cognition of the elderly.


Assuntos
Terapia por Exercício/normas , Modalidades de Fisioterapia/normas , Jogos de Vídeo/normas , Idoso , Idoso de 80 Anos ou mais , Brasil , Aptidão Cardiorrespiratória/fisiologia , Cognição , Teste de Esforço/métodos , Terapia por Exercício/métodos , Feminino , Marcha/fisiologia , Humanos , Masculino , Pessoa de Meia-Idade , Equilíbrio Postural/fisiologia
4.
Fisioter. Mov. (Online) ; 31: e003112, 2018. tab
Artigo em Inglês | LILACS | ID: biblio-953583

RESUMO

Abstract Introduction: Parkinson's disease causes progressive decline of motor and cognitive functions leading to a decrease in the independence and quality of life of people affected. Training through virtual reality is proving effective, as it promotes cognitive and motor stimuli, which can be beneficial for these individuals, improving their quality of life. Objective: To analyze the effects of virtual reality on the cognition and quality of life of patients with Parkinson's disease. Methods: A total of 11 individuals with a mean age of 65 (9.6) years classified in stages 1 to 3 of the Hoehn and Yahr Scale participated in this study. The subjects participated in fourteen sessions lasting one hour, twice a week for seven weeks in which they practiced four games of Kinect Adventures!. They were evaluated before, immediately after the intervention and 30 days after the intervention. Cognition was assessed using the Montreal Cognitive Scale (MoCA) and quality of life was assessed using the Parkinson's Disease Questionnaire (PDQ-39). Results: Only PDQ-39 activities from the domain of daily living demonstrated a statistically significant improvement. The MoCA scores, in general, remained the same. Conclusion: Although virtual reality training promoted improvement in PDQ-39 activities in the daily life domain, it was not effective in the other domains assessed for quality of life and cognition.


Resumo Introdução: A doença de Parkinson provoca declínio progressivo das funções motoras e cognitivas, levando a uma diminuição da independência e da qualidade de vida das pessoas acometidas. O treinamento por meio de realidade virtual tem se mostrando eficaz, pois promove estímulos cognitivos e motores, o que pode ser benéfico para estes indivíduos, melhorando sua qualidade de vida. Objetivo: Analisar os efeitos da realidade virtual na cognição e qualidade de vida de pacientes com Doença de Parkinson. Métodos: Tratou-se de uma série de casos. Participaram deste estudo onze indivíduos com média de idade de 65 (9,6) anos classificados nos estádios 1 a 3 da Escala Hoehn e Yahr. Os indivíduos participaram de quatorze sessões com duração de uma hora, duas vezes por semana durante sete semanas no qual praticaram quatro jogos do Kinect Adventures!. Eles foram avaliados antes, imediatamente após a intervenção e 30 dias após a intervenção. A cognição foi avaliada por meio da Escala Cognitiva de Montreal (MoCA) e a qualidade de vida foi avaliada por meio do Questionário de Doença de Parkinson (PDQ-39). Resultados: Somente as atividades do PDQ-39 do domínio da vida diária demonstraram melhoria estatisticamente significante. Os escores da MoCA, em geral, permaneceram os mesmos. Conclusão: Embora o treinamento da realidade virtual tenha promovido melhoria nas atividades do PDQ-39 no domínio de vida diária, não foi efetivo nos outros domínios avaliados quanto à qualidade de vida e cognição.


Resumen Introducción: La enfermedad de Parkinson provoca una disminución progresiva de las funciones motoras y cognitivas, llevando a una disminución de la independencia y de la calidad de vida de las personas afectadas. El entrenamiento por medio de la realidad virtual se ha demostrado eficaz, pues promueve estímulos cognitivos y motores, lo que puede ser beneficioso para estos individuos, mejorando su calidad de vida. Objetivo: Analizar los efectos de la realidad virtual en la cognición y calidad de vida de pacientes con enfermedad de Parkinson. Métodos: Se trata de una serie de casos, participaron de este estudio once individuos con una media de edad de 65 (9,6) años clasificados en los estadios 1 a 3 de la escala Hoehn y Yahr. Los individuos participaron en catorce sesiones de una hora, dos veces a la semana durante siete semanas en las que practicaron cuatro juegos de Kinect Adventures!. Se evaluaron antes, inmediatamente después de la intervención y 30 días después de la intervención. La cognición fue evaluada por medio de la Escala Cognitiva de Montreal (MoCA) y la calidad de vida fue evaluada a través del Cuestionario de Enfermedad de Parkinson (PDQ-39). Resultados: Sólo las actividades del PDQ-39 del dominio de la vida diaria demostraron una mejora estadísticamente significativa. Los escores de la MoCA, en general, permanecieron iguales. Conclusión: Aunque el entrenamiento de la realidad virtual ha promovido una mejora en las actividades del PDQ-39 en el ámbito de la vida diaria, no fue efectivo en los otros ámbitos evaluados en cuanto a la calidad de vida y cognición.


Assuntos
Idoso , Doença de Parkinson , Cognição , Terapia de Exposição à Realidade Virtual , Qualidade de Vida
5.
Artigo em Inglês | MEDLINE | ID: mdl-29225912

RESUMO

BACKGROUND: There is an association among postural instability, gait dysfunction, and cognitive impairment in subjects with Parkinson's disease (PD). Difficulty in dividing attention, response inhibition, and visuospatial attention deficiencies may contribute to the impairment of motor performance during daily activities. There are strong evidences that physical therapy can prevent physical and cognitive decline in individuals with PD. Recently, the European Physiotherapy Guideline (EPG) was developed based on randomized clinical trials about the effectiveness of the physical therapy to improve the functional deficiencies of individuals with PD. The EPG did not include the use of promising new intervention as virtual reality in PD due the lack of studies about its safety, feasibility and effectiveness. Therefore, this study protocol had as objective to evaluate the feasibility, safety and effectiveness of a physical therapy program-based on the European Physiotherapy Guideline (EPG) compared to Kinect-based training on postural control, gait, cognition, and quality of life (QoL) of Individuals with PD. METHODS/DESIGN: A single-blind, parallel, randomized, controlled feasibility trial will be conducted with a sample of 32 individuals diagnosed with idiopathic PD. Participants will be allocated into control group (CG) and experimental group (EG). The intervention of the CG will be conventional physical therapy, and the intervention of the EG will be a supervised practice of five Kinect games. Both groups will perform 14 sessions of 1 h each one, twice a week over 7 weeks. Process outcomes will be safety, feasibility, adherence, and acceptability. Safety will be assessed by the proportion of participants who experienced intervention-related adverse events or any serious adverse event during the study period. Feasibility will be assessed through the scores of the games recorded in all training sessions. Adherence will be assessed through the participant's attendance. Acceptability will be the motivation of the participants regarding the interventions. Clinical outcomes will be (1) postural control, (2) cognitive function, (3) balance, (4) gait, and (5) QoL. Individuals will be assessed pre- and post-interventions and after 30 days by a blinded evaluator. DISCUSSION: This protocol will clarify if an intervention based on Kinect games will be feasible, safe, and acceptable for individuals with PD compared to conventional physical therapy. We will verify whether the proposed interventions can improve clinical outcomes as postural control, gait, cognition, and QoL of individuals with PD. Our hypothesis is that both Kinect games and conventional physical therapy will be feasible, safe, and acceptable for individuals with PD and will promote positive clinical effects. The results of this feasibility study will be used to design a future definitive clinical trial. TRIAL REGISTRATION: Unique identification number in WHO Trial Registration: U1111-1171-0371. Brazilian Clinical Trial Registration Number RBR-27kqv5, registration date: February, 2016.

6.
São Paulo; s.n; 08 maio 2013. 112 p.
Tese em Português | Index Psicologia - Teses | ID: pte-58684

RESUMO

O objetivo do presente estudo foi comparar os efeitos obtidos por meio de um treinamento fisioterapêutico associado a jogos do Nintendo® Wii Fit, com um treinamento fisioterapêutico convencional sobre o equilíbrio e a cognição de idosos saudáveis. Trata-se de um ensaio clínico controlado, aleatorizado e cego realizado no Departamento de Fonoaudiologia, Fisioterapia e Terapia Ocupacional da Universidade de São Paulo. Participaram do estudo 32 idosos saudáveis da comunidade que foram aleatorizados em grupos controle e experimental, 16 em cada grupo. Todos os sujeitos foram submetidos a 14 sessões individuais de treinamento, duas vezes por semana, por sete semanas. Cada sessão foi composta de 30 minutos de exercícios globais, incluindo alongamento e fortalecimento muscular e mobilidade axial. Após os exercícios globais, os grupos realizaram mais 30 minutos de exercícios de equilíbrio, sendo que o grupo experimental realizou o treinamento associados aos jogos do Nintendo® Wii Fit, e o grupo controle exercícios de equilíbrio convencional. As principais medidas do estudo foram: (1) Mini-Balance Evaluation System (Mini-BEST) Test e (2) Unipedal Stance Test para avaliação do equilíbrio; (3) Escala Internacional de Eficácia de Quedas (FES-I) para avaliação da autoconfiança no equilíbrio; (4) Escala de Atividade de Vida Diária (EAVD) para avaliar a autonomia nas atividades de vida diária; e (5) Avaliação Cognitiva Montreal (MoCA) para avaliação cognitiva. A análise estatística foi realizada por meio da ANOVA one-way e para os efeitos que alcançaram nível de significância, foi realizado o Pós-hoc teste de Tukey-Kramer para a verificação de possíveis diferenças entre os grupos e avaliações realizadas antes, depois e após 60 dias do final do treinamento(AU)


The aim of this study was to compare the effects obtained through a physical therapy training associated with games Nintendo® Wii Fit with physical therapy training alone on balance and cognition in older adults. It was a prospective, controlled, single blinded randomized clinical trial performed at Speech Therapy, Physiotherapy and Occupational Department of São Paulo University. 32 healthy older adults in the community participated of this study and were randomized in control and experimental groups, 16 each one. All subjects performed 14 individual training sessions, twice a week, for seven weeks. Each session was composed of a 30 minutes global exercises series including stretching, muscles strengthen and axial mobility exercises. After the exercises global, both groups performed more 30 minutes of balance training: the experimental group performed the balance training associated with games of Nintendo® Wii Fit, and the control group standard balance exercises. The main outcome measures were: (1) Mini-Balance Evaluation System (Mini-BEST); (2) Unipedal Stance Test; (3) Efficacy Scale International Falls (FES-I); (4) Scale of Activities of Daily Living (EAVD) and (5) Montreal Cognitive Assessment (MoCA). Statistical analysis was done by one-way ANOVA in order to assess possible differences among the analyzed variables. Results showed statistically significant improvement in the measures evaluated in the experimental group, without any significant changes after 60 days(AU)

7.
Physiotherapy ; 98(3): 196-204, 2012 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-22898575

RESUMO

OBJECTIVES: To investigate the effect of Nintendo Wii™-based motor cognitive training versus balance exercise therapy on activities of daily living in patients with Parkinson's disease. DESIGN: Parallel, prospective, single-blind, randomised clinical trial. SETTING: Brazilian Parkinson Association. PARTICIPANTS: Thirty-two patients with Parkinson's disease (Hoehn and Yahr stages 1 and 2). INTERVENTIONS: Fourteen training sessions consisting of 30 minutes of stretching, strengthening and axial mobility exercises, plus 30 minutes of balance training. The control group performed balance exercises without feedback or cognitive stimulation, and the experimental group performed 10 Wii Fit™ games. MAIN OUTCOME MEASURE: Section II of the Unified Parkinson's Disease Rating Scale (UPDRS-II). RANDOMISATION: Participants were randomised into a control group (n=16) and an experimental group (n=16) through blinded drawing of names. STATISTICAL ANALYSIS: Repeated-measures analysis of variance (RM-ANOVA). RESULTS: Both groups showed improvement in the UPDRS-II with assessment effect (RM-ANOVA P<0.001, observed power=0.999). There was no difference between the control group and the experimental group before training {8.9 [standard deviation (SD) 2.9] vs 10.1 (SD 3.8)}, after training [7.6 (SD 2.9) vs 8.1 (SD 3.5)] or 60 days after training [8.1 (SD 3.2) vs 8.3 (SD 3.6)]. The mean difference of the whole group between before training and after training was -0.9 (SD 2.3, 95% confidence interval -1.7 to -0.6). CONCLUSION: Patients with Parkinson's disease showed improved performance in activities of daily living after 14 sessions of balance training, with no additional advantages associated with the Wii-based motor and cognitive training. Registered on http://www.clinicaltrials.gov (identifier: NCT01580787).


Assuntos
Atividades Cotidianas , Terapia por Exercício/métodos , Doença de Parkinson/reabilitação , Modalidades de Fisioterapia , Jogos de Vídeo , Idoso , Cognição , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Destreza Motora , Doença de Parkinson/fisiopatologia , Equilíbrio Postural , Estudos Prospectivos , Método Simples-Cego , Resultado do Tratamento , Interface Usuário-Computador
8.
Med. reabil ; 28(3): 55-58, 2009. ilus, graf
Artigo em Português | LILACS | ID: lil-535615

RESUMO

O objetivo deste estudo foi analisar o efeito da TENS sobre a espasticidade de indivíduos hemiparéticos. A TENS burst foi aplicada em quatro indivíduos por 30 minutos durante nove dias consecutivos (100 Hz, lagura de pulso de 120 us) sobre o músculo quadríceps do membro acometido. A avaliação da espasticidade do músculo quadríceps foi realizada através do teste do pêndulo. Foi observada redução significativa da espasticidade imediatamente após o término da quinta aplicação. Porém, a longo prazo a espasticidade aumentou significativamente. Conclui-se que a TENS burst pode reduzir a espasticidade do músculo quadríceps depois de repetidas aplicações


Assuntos
Humanos , Masculino , Feminino , Espasticidade Muscular , Paresia , Acidente Vascular Cerebral , Estimulação Elétrica Nervosa Transcutânea , Relatos de Casos
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